Move Gathering Professions to Secondary Professions?

I’ve been thinking about this after seeing all the changes with the beta.. Leather wearers really need to pick up leatherworking and that comes along with skinning. Other professions are useful like engineering but it isn’t worth picking up early for most classes. I would really like to see gathering professions like mining, herbalism and skinning get rolled down to secondary professions like fishing. Add in some significant quest chains at key levels instead of training at a trainer. It never made sense to me that the profession slots for primary professions carry the same weight.. an engineer can make all kinds of crazy devices and even vehicles in TBC, a blacksmith can craft epic armor and weapons, leather workers are similar.. but skinning/mining/herbalism.. You can skin a dead animal, you can hit a rock with a pick axe.. and oh my, you can pick flowers. Leveling these as secondary professions where you unlock a cool new quest at milestone levels would be a lot of fun. It would also open the door to not having to choose whether you can skin a raptor or make bombs.

5 Likes

Other games have done variations of this successfully, but as far as I can see, we’re stuck with the existing system indefinitely in any version of WoW. Being able to train everything on one character like in Final Fantasy XIV would be convenient, especially for those of us who like to focus on our main character, but it’s never going to happen in WoW and I suspect you will find no support for it here either.

1 Like

No thank you, choosing a gathering profession is a meaningful choice.

5 Likes

I think Forever can succeed by ‘borrowing’ what has worked with other games, and this is one of them. I agree.

2 Likes

It does potentially create balancing problems. Gathering is a tax where you can self-fund your crafting profession in a more immediate way, but in exchange you give up having two sources of BoP or profession-specific mechanics. Example, most people will want Engineering since you need to pass the skill check to use the very useful items, but they’ll probably also want an armour or weapon crafter for the new BoP items.

The reality is that the really dedicated minmaxers and power gamers will just divide labour across their account and have two or three gatherers that don’t get to play with the fun new crafting system power scaling and fine-tuned character progression, while their real characters take two crafting professions.

There are economy considerations like gathering constantly injecting NPC gold into the game, and what to do about node competition when everyone is a universal gatherer, both with competing solutions to each other.

That said, an infinite flow of resources into the game tends to create other NPC gold sinks, as seen in Guild Wars 2, while also keeping crafting fundamentally economically accessible to people by driving prices down. Having crafting be a money loser tends to make people unhappy though, but I think it’s fine to have crafting actually be disinflationary on the economy because people are pursuing it for other reasons, like character progression or prestige cosmetics.

I’m honestly for it, but I think it’s tricky.

Just make the gathering inherent to the profession and eliminate them as standalones

4 Likes

No thanks competing with other miners is already a pain i do not wish to compete against everyone else on the server

1 Like

There would be some really bad repercussions to this. Either nodes will just be further farmed out, making gathering far worse, OR they’ll have to increase spawns and people will just camp nodes that are close to each other.

It will have major economic implications if you’re say, a skinner and need some quick cash, you can dump a few extra stacks on the AH. If everyone can skin, mine, herb, etc.. then all materials will lose any value, and become pointless. Imagine an AH flooded with 50 million stacks of heavy leather. You might as well vendor it since it’ll be undercut every 5 seconds.

Selecting your professionals are meaningful choices, similar to class. My Druid took skinning and leather working for the BoP leveling gear. The cost is that I don’t benefit from the other professions unless I purchase items from other players, or level up alts to fill gaps. Gathering occupying a primary slot just makes sense.

They need to add legacy points to gathering professions. The current system encourages two crafting professions even though that’s never been how the professions were designed to work.

2 Likes

No, that sounds problematic from both an economic and player power standpoint.

Every profession choice has a trade off and should be considered when you’re leveling. Picking a second gives you too much power early and devalues the world.

Also if everyone can gather everything, then nodes will all be over gathered and nobody will be able to efficiently gather what they need. Imagine if everyone passing you could skin the things you killed.

It would also hugely diminish the amount of gold you can generate from them as a player. One of the major considerations with the current design is you need to work with other players to make things. Enchanters need blacksmiths for rods, engineers need alchemists for acid, Etc. If you could take multiple professions it limits player interaction and gold that can be made.

If they did anything similar to this they would make it so you could only have 1 Main Profession and gather basic materials up to a limit and all materials that is related to your profession.

example: Blacksmithing your main would let you mine upto all ore nodes but you can also Skin, Herb Etc. upto lvl 225

It’s possible.. but people pay for convenience. If these secondaries come with substantial quest chains to level their quality.. a lot of people aren’t going to go through that if it isn’t relevant to them. Sleeping bag level chain to unlock 225-300. Multiple dungeons, hermit NPC’s, a rather expensive crafted item as a quest requirement.. make one quest just cost a lot of gold. Really stretch it out.

2 Likes